CurseForge · Minecraft mod
Critworks
Gives swords, axes, and bows a critical chance and damage multiplier, with player crit bonus attributes and an addon API.
Quick answer
Which Critworks release should I use?
critworks-1.1.0.jar targets 1.12.2 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is Critworks required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does critworks-1.1.0.jar need?
critworks-1.1.0.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Critworks without breaking your instance.
Built for critworks-1.1.0.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use critworks-1.1.0.jar. It targets 1.12.2 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside critworks-1.1.0.jar. It opens that exact file at the source.
About this project
What does Critworks add?
Critworks gives every sword, axe, and bow a critical chance and a critical damage multiplier. Each attack rolls once against its weapon's chance. A critical hit multiplies the damage. Jumping, falling, and a full bow draw no longer make a hit critical by themselves. By default only a fully charged swing or a fully drawn bow can crit.
AI usage disclaimer: This mod was developed with AI-agent assistance using this agent workflow. The project owner reviewed the work during development.
Features
- Weapon stats: a weapon with no other values has 15% chance and x2.00 damage. Pack makers can change the values for one item, for a Spartan weapon type, or for every weapon.
- Player bonuses: four bonus stats raise a player's crits (see Crit stats below). Armor, items, foods, set bonuses, and other mods can add to them.
- Tooltips: a weapon shows its crit chance and damage, for example
Crit: 15% | x2.00. Hold Shift to see the chance and damage with your current bonuses, and where each bonus comes from. - Sweeps and arrows: one swing rolls once for every target it sweeps. An arrow keeps the result it rolled when it was fired.
- Sound: a critical hit plays the vanilla crit sound, or RLCombat's crit sound when RLCombat is installed.
- Inspect command:
/critworks inspect(operators only) shows where each value of the held weapons comes from. - Scripts: CraftTweaker scripts can react to crits and change a player's crits (see CraftTweaker below).
- Addon API: other mods can set weapon values, give bonuses, grant guaranteed crits, connect their own attacks, and react to critical hits. See the API guide.
Crit stats
Every weapon has two base stats:
- Crit chance: how often an attack is critical, in percent. 15% means about 3 attacks in 20.
- Crit damage: the multiplier for a critical hit. x2.00 means double damage.
Players have four bonus stats. Each starts at 0, and bonuses from every source add up.
- Increased Crit Chance (
critworks.increasedCritChance): raises the weapon's crit chance by a percent of itself. +100 doubles it. - Additional Crit Chance (
critworks.additionalCritChance): adds percentage points to the crit chance. +10 adds 10%. - Increased Crit Damage (
critworks.increasedCritDamage): raises the bonus part of the multiplier (the part above x1.00) by a percent. +100 doubles the bonus part. - Additional Crit Damage (
critworks.additionalCritDamage): adds to the multiplier. +0.5 adds 0.50.
Increased bonuses apply first, then additional bonuses are added.
Chance examples on a weapon with 15%:
- Increased Crit Chance +100: 15% x 2 = 30%.
- Additional Crit Chance +10: 15% + 10 = 25%.
- Both: 15% x 2 + 10 = 40%.
Damage examples on a weapon with x2.00 (bonus part 1.00):
- Increased Crit Damage +100: the bonus part doubles to 2.00, so x3.00.
- Additional Crit Damage +0.5: x2.00 + 0.50 = x2.50.
- Both: x3.00 + 0.50 = x3.50.
Increased bonuses help most on weapons with high base values. Additional bonuses give every weapon the same amount. Examples with the Spartan Weaponry dagger (30%, x1.50) and greatsword (10%, x2.50):
- Increased Crit Chance +50: a dagger goes from 30% to 45%, a greatsword from 10% to 15%.
- Additional Crit Chance +10: a dagger goes from 30% to 40%, a greatsword from 10% to 20%.
- Increased Crit Damage +100: a dagger goes from x1.50 to x2.00, a greatsword from x2.50 to x4.00.
- Additional Crit Damage +0.5: a dagger goes from x1.50 to x2.00, a greatsword from x2.50 to x3.00.
A weapon with 0% crit chance stays at 0% with any Increased Crit Chance; only Additional Crit Chance can raise it. Crit chance is never more than 100%. Bonuses can be negative.
Configuration
config/critworks.cfg sets the default chance and damage, how charged an attack must be to crit, a damage cap, crits against players, and the crit sound. config/critworks/weapons.json sets values for single items or Spartan weapon types:
[
{ "item": "minecraft:iron_sword", "chance": 20, "damage": 2.5 },
{ "item": "minecraft:diamond_sword", "eligible": false },
{ "item": "minecraft:stick", "eligible": true, "chance": 50, "damage": 2.0 }
]
Changes need a restart. The full reference for pack makers is in the pack maker guide.
Installation
Install Critworks on the server and on every client. If CraftTweaker is installed, it must be version 4.1.20 or newer; Forge does not start with an older one.
Integrations
Each integration turns on by itself when its mod is installed, and each can be turned off in the config.
RLCombat
- Main-hand and offhand attacks use Critworks crits, each with the weapon in its own hand.
- RLCombat's own crit roll and jump crit no longer apply. Critworks crits play RLCombat's crit sound.
Spartan Weaponry
- Every Spartan melee weapon and the longbow can crit.
- Each weapon type has its own built-in values. Light weapons crit more often for less damage; heavy weapons crit less often for more damage.
- Dagger, caestus: 30%, x1.50
- Rapier: 25%, x1.60
- Parrying dagger, saber, katana, quarterstaff: 20%, x1.75
- Longsword, spear, mace, club: 15%, x2.00
- Halberd, glaive, pike: 12%, x2.25
- Greatsword, battleaxe, hammer, warhammer, scythe, lance, longbow: 10%, x2.50
weapons.jsoncan change the values for a whole weapon type. This also covers weapons from Spartan Weaponry addons.- Crossbows and throwing weapons do not crit.
Just Another Food System
For pack makers: create JAFS foods that give crit bonuses while they are active. Critworks adds two JAFS properties:
critworks:crit_chance:flatadds percentage points of crit chance.percentraises the crit chance by a percent of itself.critworks:crit_damage:flatadds to the damage multiplier, for example0.5turns x2.00 into x2.50.percentraises the bonus part of the multiplier (the part above x1.00).
Example food in config/jafs/foods.json:
[
{
"id": "mypack_hunters_stew",
"match": [ { "item": "minecraft:rabbit_stew" } ],
"fullDuration": 600,
"modifiers": [
{ "property": "critworks:crit_chance", "operation": "flat", "amount": 10 },
{ "property": "critworks:crit_damage", "operation": "percent", "amount": 50 }
]
}
]
While this stew is active, an iron sword has 25% crit chance (15 + 10) and x2.50 crit damage (the 1.00 bonus part raised by 50%). The bonus counts for every attack of the player and ends when the food expires.
Quality Tools
For pack makers: create qualities that give crit bonuses with the four Critworks attributes (see Crit stats above for the names). Use operation 0; the other operations do nothing on these attributes.
Example quality file for swords in config/qualitytools/Quailities/ (Quality Tools spells the folder this way):
{
"slot": "mainhand",
"whitelist": [ { "class": "ItemSword" } ],
"blacklist": [],
"qualities": [
{
"name": "quality.sharp.name",
"color": "aqua",
"weight": 100,
"attributes": [
{ "name": "critworks.additionalCritChance", "amount": 10, "operation": 0 }
]
}
]
}
With this quality, a sword at the default 15% crit chance has 25%. A quality on a weapon counts only for attacks with that weapon. A quality on armor counts for every attack of the player who wears it.
Setworks
For pack makers: create armor sets whose set bonuses give crit bonuses with the four Critworks attributes (see Crit stats above for the names). Use add; multiply_base and multiply_total do nothing on these attributes. Critworks needs no extra setup for this.
Example Setworks script in the scripts folder (needs CraftTweaker):
#loader setworks
import mods.setworks.Setworks;
Setworks.armorSet("mypack:iron_armor", "Iron Armor",
<minecraft:iron_helmet>, <minecraft:iron_chestplate>, <minecraft:iron_leggings>, <minecraft:iron_boots>);
Setworks.fullSetBonus("mypack:iron_focus", "mypack:iron_armor", "Iron Focus: +10 additional crit chance")
.attribute("critworks.additionalCritChance", 10, "add");
With the full iron set worn, every attack of the player gets +10 percentage points of crit chance. The bonus ends when one piece comes off.
CraftTweaker
For pack makers: write CraftTweaker scripts that react to critical hits and change a player's crits. Needs CraftTweaker 4.1.20 or newer.
events.onCritworksHit(...)runs on the server once for each target a critical attack hits. The script gets the attacker, target, weapon, attack kind (melee, sweep, arrow, or integration), multiplier, and damage. It cannot cancel or change the hit.player.grantCritGuarantee(id, ticks)gives a guarantee (a free crit): the player's next eligible attack is critical. If no attack uses it withinticks(20 per second), it expires.player.setCritBonus(source, stat, amount)sets a bonus that counts for every attack of the player. The same source and stat again replaces the amount.player.removeCritBonus(source, stat)removes it.statis one of the four attribute names (see Crit stats above). A bonus is lost when the player dies or leaves the End, so the script decides when to set it again.player.blockNextCrit(): the player's next attack cannot crit, even with a guarantee. Any attack uses it up, even a punch.player.getCritChance(item)andplayer.getCritMultiplier(item)return the chance and multiplier an attack with that item would use now.- Calls that change a player work only on the server.
Example script in the scripts folder:
import crafttweaker.event.EntityLivingDeathEvent;
import crafttweaker.player.IPlayer;
events.onEntityLivingDeath(function(event as EntityLivingDeathEvent) {
val killer = event.damageSource.trueSource;
if (killer instanceof IPlayer) {
val player as IPlayer = killer;
if (!player.world.remote) {
player.grantCritGuarantee("mypack:kill_streak", 200);
}
}
});
After each kill, the player's next eligible attack within 10 seconds is critical. Another kill replaces an unused free crit, so they do not stack.
A mistake in a Critworks call is written to crafttweaker.log with the script line, and CraftTweaker shows it once in chat. The pack maker guide lists every call and the event fields.
Quark and Quark: RotN Edition
- With Visual Stat Display on, the crit chance and damage show as one icon row in the weapon tooltip.
Limitations
- Crossbows, thrown weapons, and arrows from mobs or dispensers do not get Critworks crits.
- Other mods that add their own critical hits are not turned off. Their crits can stack with Critworks crits.
Source
Project description from CurseForge.
Pick your setup
Critworks by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Critworks versions and loaders
critworks-1.1.0.jar
8 Nov 2026
critworks-1.0.0.jar
28 Oct 2026
Looking for an older file? The official CurseForge project page is in Resources.